branchrust_reboot/main/model-optcancel
                         
                     
             
         
     
    
        
22 Commits over 0 Days - ∞cph!
    
    
        
            
            
            
                
                Fixed some metas and import settings
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Deleted some unused metas
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed StagedResourceBreakEffect to use collider mesh instead of renderer mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some missed collider connections in release scenes and prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed r/w on a couple of collider primitives
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed cave roots r/w; uses batching
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a few foliage prefabs that require batching
Fixed a couple more mesh collider connections
Removed occluders from wall.external.high.wood/stone; deleted occlusion models
Scene2prefab all
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some metas and import settings
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Deleted some unused metas
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed StagedResourceBreakEffect to use collider mesh instead of renderer mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some missed collider connections in release scenes and prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed r/w on a couple of collider primitives
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed cave roots r/w; uses batching
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a few foliage prefabs that require batching
Fixed a couple more mesh collider connections
Removed occluders from wall.external.high.wood/stone; deleted occlusion models
Scene2prefab all
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes